extends Node2D signal changed_resource @onready var world: World = $".." @export var resources := {} func _on_gained_resource(res: GameResource) -> void: print("Gained Resource: %s" % res) var changed_resources := { res: res.pickup_value } changed_resource.emit(ResourceChangedSignal.new(changed_resources)) #func _on_timer_timeout() -> void: #var corrupted_resources := Grid.get_corrupted_resources() #if corrupted_resources.size() > 0: #var changed_resources := {} #for corrupted_resource: CellData in corrupted_resources: #var res: GameResource = corrupted_resource.get_resource() #if not resources.has(res): #resources[res] = 0 #resources[res] += res.pickup_value #changed_resources[res] = resources[res] #changed_resource.emit(ResourceChangedSignal.new(changed_resources))